The following code can often be found in UNiagaraDataInterfaceChaosDestruction.const int32 ParticleID = ParticleIDParam.GetAndAdvance() - LastSpawnedPointID + 1; The LastSpawnedPointID is usual ...
The ResavePackages commandlet can be used to batch resave assets. The ResaveClass and IncludeChildClasses options let one resave all assets of a specific parent class. The problem is that blueprint ...
Texture Collections can contain virtual textures. There is no way to inform TextureObjectFromCollection that the texture is virtual, only that it is a Texture2D. This texture object is then sampled ...
Currently, the ShowStats viewport option is automatically enabled when entering PIE and automatically disabled when exiting PIE. This forced disabling happens even if the option was enabled prior to ...
Context CharacterMovementComponent can be set in the NavWalking mode so that on the server the characters move using the navigation mesh as floor. This helps performance when the nav mesh is more c ...
There are options on both landscapes and HLOD layers that when enabled, performs the culling of invisible HLOD vertices (parts of HLOD meshes ending up below the terrain). The option works fine w ...
A character standing in a base will match its velocity to the base's velocity. If that character jumps into another base its velocity will be added to the new base's velocity and the character will ...
In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...
A licensee is reporting a crash (or rather a check fail) in Sceneview.cpp which happens with when a SceneCapture2D is used with DLSS enabled. He has a fix, and wants to share it with us for integrat ...
When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...